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π Science and technology

Simulation engines: video games in the age of dual technologies

Vincent Bontems_VF
Vincent Bontems
Philosopher of Science and Technology, Research Director at CEA, and Professor at Université Paris-Saclay
Jean Langlois-Berthelot_VF
Jean Langlois-Berthelot
Doctor in Applied Mathematics and Former Researcher at Ecole Polytechnique (IP Paris)
Key takeaways
  • Video games create settings for action by organising a limited space within which players can operate.
  • Methods such as technical scripting, design fiction and science-fiction prototyping enable us to challenge preconceptions, reveal latent consequences, test the limits of a system, and so on.
  • The multiverse is a method for comparing worlds of action and enables a return to reality with improved hypotheses and training.
  • Three dimensions exist in these games: simulation (the realism of entities’ behaviour; immersion), sensory (aesthetic and narrative engagement) and gamification (the mobilisation of emotional response through a reward system).

It would be a mis­take to reduce video games to only their visu­als, their nar­rat­ives or their tar­get mar­ket. But their tech­nic­al power lies else­where: they cre­ate envir­on­ments in which action takes place. A game engine does not merely dis­play a scene; it organ­ises a space gov­erned by con­straints with­in which play­ers can act, fail, try again, optim­ise their actions and reveal dis­crep­an­cies between sur­face rules and under­ly­ing rules.

A sim­u­la­tion engine imposes a prac­tic­al frame­work: act­ors, pos­i­tions, states, trans­itions, vis­ible rules, under­ly­ing rules, thresholds and feed­back. A use­ful sim­u­la­tion is not the one that most closely resembles real­ity. It is the one that effect­ively addresses a prob­lem. It must sim­pli­fy real­ity enough to make it man­age­able, but not to the point that the les­sons learned are misleading.

The Sig­nal Scope sim­u­la­tion, developed for the École Nationale Supérieure de la Police, and more recently Oper­a­tion Acon­it, con­duc­ted on behalf of the French Army, illus­trate this approach in an oper­a­tion­al con­text. Their aim is not to add a fun ele­ment to an exist­ing train­ing pro­gramme, but to cre­ate a con­trolled envir­on­ment for address­ing a spe­cif­ic prob­lem. Par­ti­cipants work with­in a situ­ation struc­tured by roles, imper­fect inform­a­tion, expli­cit con­straints, room for man­oeuvre and delayed effects. Decisions leave a trail; assess­ments can be ques­tioned; bound­ar­ies emerge with­in the group dynam­ic; and the debrief­ing then com­pares the paths taken, the dead ends and the work­arounds. Acon­it reveals what a simple read­ing often hides: the way in which a group alloc­ates its atten­tion, pri­or­it­ises risks, accepts uncer­tainty and trans­lates an instruc­tion into actu­al beha­viour. The value of Acon­it there­fore does not lie in the game itself. It lies in the pro­duc­tion of action­able oper­a­tion­al mater­i­al: what was observed, decided, lost, cir­cum­ven­ted or mis­in­ter­preted. The game becomes a frame­work of con­straints, obser­va­tion and decision-making.

Meth­ods such as tech­nic­al scen­ario-build­ing, design fic­tion and sci­ence-fic­tion pro­to­typ­ing then come into play. Their value does not lie in the nar­rat­ive. It lies in their abil­ity to decon­struct rep­res­ent­a­tions, to make lat­ent con­sequences vis­ible, to allow for objec­tions that are dif­fi­cult to voice with­in a hier­arch­ic­al organ­isa­tion, and to test the lim­its of a sys­tem.  Mul­tiver­sal­ism must be under­stood in this prac­tic­al sense. It is not about cel­eb­rat­ing spec­tac­u­lar vir­tu­al worlds. It is about gen­er­at­ing mul­tiple branches of the same prob­lem: mul­tiple scen­ari­os, mul­tiple sets of con­straints, mul­tiple reac­tions from act­ors, mul­tiple crit­ic­al thresholds. The mul­ti­verse becomes a meth­od for com­par­ing worlds of action. It allows us to return to real­ity with bet­ter hypotheses.

When we talk about video games, we tend to focus on the visuals, the narrative, the player’s experience or the market. But from the perspective of dual technologies1, the engine primarily organises a world of action, complete with its resources, constraints and learning processes. Can it be understood as a technical object in the strictest sense?

Vin­cent Bon­tems. Yes, provided we con­sider sev­er­al dif­fer­ent per­spect­ives. For the pro­gram­mer, the engine com­prises the com­pon­ents that cal­cu­late the geo­metry and pseudo-phys­ics of the envir­on­ment. For the play­er, it becomes the avatar’s asso­ci­ated envir­on­ment, with resources and con­straints that give rise to phys­ic­al and intel­lec­tu­al tech­niques. For the a ‘tech­no­logy philo­soph­er’, the digit­al object is estab­lished with­in the cir­cuit link­ing the involved sub­ject, the machine, the images and the actions. This cir­cuit remains asym­met­ric­al: the play­er does not, strictly speak­ing, modi­fy the engine. We must there­fore ana­lyse what this engine encloses, opens up and stabilises.

When an engine is applied to industry, training, simulation or defence, it carries with it a particular way of segmenting action. What does the ‘technology philosophy’ offer here?

It enables us to look bey­ond the sur­face of these uses. We must dis­tin­guish between what changes, such as images, sounds, scripts and object­ives, and what remains con­stant, such as cer­tain cal­cu­la­tions, rhythms, move­ment con­straints, forms of anti­cip­a­tion or learn­ing pro­cesses. Mod­ding prac­tices clearly illus­trate this cre­at­ive sta­bil­ity: we trans­form the exper­i­ence, but we work with­in the engine’s exist­ing frame­work. A com­par­at­ive study of engines thus enables us to cat­egor­ise learn­ing pro­cesses. It would, how­ever, be a mis­take to believe that sim­u­lated learn­ing is identic­al to real-world exper­i­ence. There is always a gap, even in a flight simulator.

In gamified training programmes conducted with the ENSP and the Army, particularly in relation to Operation Aconit, the aim is not to produce a game, but a controlled environment. How can we distinguish between video games, simulations, wargames, digital twins, immersive environments and the metaverse?

They can be cat­egor­ised along three axes: sim­u­la­tion, that is, the real­ism of entit­ies’ beha­viour; immer­sion, that is, sens­ory, aes­thet­ic and nar­rat­ive engage­ment; and gami­fic­a­tion, that is, the mobil­isa­tion of emo­tion­al response through a reward sys­tem. Mar­ket dis­tinc­tions mat­ter less than the com­bin­a­tion of these three dimen­sions. In a pro­ject for the armed forces on wound man­age­ment, the aim was not to make the wound pleas­ant or real­ist­ic for its own sake, but to make its con­sequences man­age­able with­in an enga­ging exper­i­ence. The key cri­terion was not the label of the sys­tem, but the exper­i­ence to be created.

A work sequence can be broken down into six steps:


1. Identi­fy the actu­al need, not just the pub­li­city stunt.
2. Describe the stake­hold­ers, depend­en­cies, data and secur­ity con­straints.
3. Build a min­im­al, con­trol­lable envir­on­ment that is nev­er­the­less rich enough to high­light trade-offs.
4. Define the thresholds to be tested, for example inform­a­tion over­load, logist­ic­al break­down, loss of trust, cog­nit­ive over­load, escal­a­tion or cir­cum­ven­tion.
5. Run through sev­er­al scen­ari­os, com­pare decisions, keep records and identi­fy dis­crep­an­cies with real­ity.
6. Feed back into the organ­isa­tion with cri­ter­ia for action. The sim­u­la­tion then becomes a test bed. It forces a group to spell out what it assumes, what it meas­ures and what it con­siders to be a tip­ping point.

This approach also provides an edit­or­i­al guideline: nev­er present a sim­u­lated world as a pre­dic­tion. Present it as a test­able, time-bound, con­test­able and amend­able hypo­thes­is, the value of which is meas­ured by the decisions it helps to improve. This avoids gra­tu­it­ous sen­sa­tion­al­ism and com­pels the group to make bet­ter decisions collectively.

The term “multiverse” is hampered by its sensationalist uses. Under what conditions can it become a serious method?

Mul­tiver­sal­ism involves ima­gin­ing oth­er worlds to think about the world dif­fer­ently. It is based on the inter­play between the “what if?” of the ima­gin­a­tion and the “yes, but…” of crit­ic­al ration­al­ity. Any scen­ario-build­ing reduces a situ­ation to a few factors, the vari­ations of which are then com­bined. The chal­lenge lies in choos­ing the right vari­ables and under­stand­ing why we vary them. Explor­ing pos­sib­il­it­ies encour­ages a shift away from fixed per­spect­ives; focus­ing on a tech­no­lo­gic­al tra­ject­ory, its depend­en­cies and its tip­ping points, on the oth­er hand, falls more with­in the remit of Net Tech­no­lo­gic­al Assess­ment. The two approaches should be integrated.

When analysing dual technologies, how can we avoid two pitfalls: a literature review that focuses solely on actors and markets, and a scenario-building process that is too loose and loses the discipline of evaluation?

We must doc­u­ment and sim­u­late accord­ing to thresholds. The approach you pro­posed dur­ing the debrief­ing of the work­shop on anti­cip­at­ing crit­ic­al thresholds leads to this: determ­in­ing, in the present, the vari­ables that cause a situ­ation to tip over, then test­ing them accord­ing to the rel­ev­ant scales. Vir­tu­al sim­u­la­tion can help to isol­ate these vari­ables, gen­er­ate new observ­ables and test strategies for resi­li­ence. But it does not replace doc­u­ment­a­tion. It organ­ises it around thresholds, link­ages between tech­no­lo­gies and asso­ci­ated envir­on­ments, and scales of observation.

Under what conditions does science-fiction prototyping become a working method, rather than a communication tool?

It becomes a meth­od when it pro­duces three effects. Firstly, decon­tex­tu­al­isa­tion: it strips away the cer­tain­ties of the present. Secondly, amp­li­fic­a­tion: it pushes the con­sequences bey­ond imme­di­ately access­ible scales. Finally, the “umbrella” effect: it allows dis­sent­ing view­points to be expressed with­in a hier­arch­ic­al organ­isa­tion. Say­ing “I wouldn’t want to live in this world” may be more accept­able than say­ing “no” out­right. For every prob­lem, there is a form of pro­to­typ­ing: one can sci­en­ti­fi­cise a work of fic­tion, recon­struct a tech­no­logy with­in a con­strained uni­verse, or ima­gine an altern­at­ive tra­ject­ory to test an exist­ing system.

Should dual-use technologies be assessed solely based on their technical and industrial maturity, or also in terms of the spheres of application and the balance of power they enable?

We need to look at the issue from the oppos­ite angle. Today’s dual-use tech­no­lo­gies are integ­rated from the out­set into the social, eco­nom­ic and polit­ic­al spheres, but their civil­ian uses are insep­ar­able from their mil­it­ary uses. Robot­isa­tion, the pro­lif­er­a­tion of drones and arti­fi­cial intel­li­gence are already chan­ging the paradigms of con­flict and cog­nit­ive war­fare. Meth­ods for assess­ing the matur­ity of tech­nic­al devel­op­ments remain use­ful, wheth­er they be TRIZ or Simondon’s genet­ic mechan­o­logy. But these must be sup­ple­men­ted by a form of sci­ence-fic­tion pro­to­typ­ing designed to gauge the pos­sible trans­form­a­tions in the bal­ance of power. There is no mir­acle meth­od. There are com­ple­ment­ary oper­a­tion­al methods.

The shift is simple: video games should not be impor­ted as a mod­el but stud­ied as an already estab­lished tech­nic­al labor­at­ory. They have estab­lished ways of cre­at­ing spaces, mak­ing avatars act, man­aging inter­ac­tions, script­ing con­straints and meas­ur­ing beha­viours. This frame­work is now being applied to train­ing, intern­al secur­ity, industry, defence, cyber­se­cur­ity, crisis man­age­ment and decision sup­port.

For dual-use tech­no­lo­gies, the assess­ment must there­fore address three prac­tic­al ques­tions. What does the solu­tion do? What world of action does it make pos­sible? Is this world tech­nic­ally, indus­tri­ally and oper­a­tion­ally sus­tain­able? Busi­ness intel­li­gence iden­ti­fies the act­ors, depend­en­cies and tra­ject­or­ies. Sim­u­la­tion tests scen­ari­os. Dis­cip­lined mul­tiver­sal­ism com­pares thresholds and pos­sible branches. Their integ­ra­tion trans­forms cre­ativ­ity into an assess­ment tool, and tech­no­logy watch into a decision-mak­ing method.

1
Dual-use tech­no­logy is no longer defined solely by the poten­tial trans­fer from civil­ian to mil­it­ary use or vice versa. It is defined by its abil­ity to move between dif­fer­ent envir­on­ments, to carry con­straints between them, to sta­bil­ise prac­tices with­in them, and to pro­duce new observ­ables.
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